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Invade Tech Fame Girl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #252 | 2.507 | 3.143 |
Gameplay | #287 | 2.279 | 2.857 |
Graphics | #301 | 2.279 | 2.857 |
Overall | #320 | 2.194 | 2.750 |
Authenticity (Use of resolution restriction) | #353 | 1.709 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Single Handed. It was extremely fun... Until the last two days. And then when I built the project, Unity decided that the build would run 12 times slower than in the editor. So then I heard about the Vsync messing with frame rates. Unchecked it, and the build then ran so fast I couldn't even see the objects flying around the characters. I honestly thought the entire project had gone to waste and I got REALLY heart broken. Not only that but the screen resolution kept destroying my "in editor-perfect" UI layout.
To tell the truth, I didn't think I could fix it in time. And this game jam means a lot to me. So I powered through and managed to use some chewing gum and a paper clip and Macgyver the damn project together.
Was the resolution a challenge?
Again the resolution was completely fine. I knew I was going to make mini games because I'm using the mini games as a way to build up a tool set of scripts and prefabs, etc. And IN Unity's EDITOR window it all lined up like magic and was perfectly fine. In fact, I placed the 64x64 game pieces into the scene, and then just scaled up the parent game object and actually got a lot more done with just that than I had thought.
What did you learn?
OMFG too much. My brain is mush nao. Like literally, the most important thing I learned is that Unity is completely unbiased, and will not hesitate to spit on your project one minute and then pretend like nothing happened and purr like corvette lightly "trotting" at 75 mph.
I learned a lot about scripting and what types of things like to play nice, and what types of things you need to go out of the way to make sure that snowflake has everything it needs to barely get done what it's supposed to.
I know I just need more practice until things become second nature. And this project really accelerated my learning curve. I feel like I'm starting to get the hang of things more and more every day.
I really pushed myself this time. I knew that if I did a good job, I could use the little publicity to get some people to check out my itch.io and possibly some other games, so I actually pumped out a second game at the same time so that it would be ready for people coming from this jam.
I also got a Patreon up, barely, but it's up. So this Jam... This project really helped me grow in even indirect ways that I didn't think were a possibility.
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Comments
It's a fun framing device, but hopefully you can keep working on it and make more games for the "console".
While 30fps is right that it doesn't seem to respect the 64x64 requirement perfectly, I think this is a lovely project. It's hard to rate, because while the gameplay of each individual game might not be super interesting, there's three of them. Plus the audio is great and the way you packaged it as a fictional console and the overall presentation makes it a fun experience.
BTW, if you're having problems with the game running at varying speeds in the editor and build, you might want to make sure that you use Time.deltaTime to scale everything time related. So instead of doing something like "position += speed" you'll want to do "position += speed * Time.deltaTime". That should make sure that everything runs at the same speed at all times. /end of unsolicited advice :D
Very interesting concept, but I sadly had to give a bad score on the use of resolution, since it was stated multiple times when people asked that the game has to be rendered 64x64 or smaller, no rotated pixels or subpixels or any sort of game-rendered non-64x64 resolution things. Otherwise it was a pretty fun experience and I have to say that the manual's page flipping mechanic caught me a bit off guard, that was pretty cool.